@ericblade/quagga2
Version:
An advanced barcode-scanner written in JavaScript
1,706 lines (1,585 loc) • 1.61 MB
JavaScript
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// EXPORTS
__webpack_require__.d(__webpack_exports__, "a", function() { return /* reexport */ common_namespaceObject; });
__webpack_require__.d(__webpack_exports__, "b", function() { return /* reexport */ mat2_namespaceObject; });
__webpack_require__.d(__webpack_exports__, "c", function() { return /* reexport */ vec2_namespaceObject; });
__webpack_require__.d(__webpack_exports__, "d", function() { return /* reexport */ vec3_namespaceObject; });
// UNUSED EXPORTS: mat2d, mat3, mat4, quat, quat2, vec4
// NAMESPACE OBJECT: ./node_modules/gl-matrix/esm/common.js
var common_namespaceObject = {};
__webpack_require__.r(common_namespaceObject);
__webpack_require__.d(common_namespaceObject, "EPSILON", function() { return EPSILON; });
__webpack_require__.d(common_namespaceObject, "ARRAY_TYPE", function() { return ARRAY_TYPE; });
__webpack_require__.d(common_namespaceObject, "RANDOM", function() { return RANDOM; });
__webpack_require__.d(common_namespaceObject, "setMatrixArrayType", function() { return setMatrixArrayType; });
__webpack_require__.d(common_namespaceObject, "toRadian", function() { return toRadian; });
__webpack_require__.d(common_namespaceObject, "equals", function() { return equals; });
// NAMESPACE OBJECT: ./node_modules/gl-matrix/esm/mat2.js
var mat2_namespaceObject = {};
__webpack_require__.r(mat2_namespaceObject);
__webpack_require__.d(mat2_namespaceObject, "create", function() { return create; });
__webpack_require__.d(mat2_namespaceObject, "clone", function() { return clone; });
__webpack_require__.d(mat2_namespaceObject, "copy", function() { return copy; });
__webpack_require__.d(mat2_namespaceObject, "identity", function() { return identity; });
__webpack_require__.d(mat2_namespaceObject, "fromValues", function() { return fromValues; });
__webpack_require__.d(mat2_namespaceObject, "set", function() { return set; });
__webpack_require__.d(mat2_namespaceObject, "transpose", function() { return transpose; });
__webpack_require__.d(mat2_namespaceObject, "invert", function() { return invert; });
__webpack_require__.d(mat2_namespaceObject, "adjoint", function() { return adjoint; });
__webpack_require__.d(mat2_namespaceObject, "determinant", function() { return determinant; });
__webpack_require__.d(mat2_namespaceObject, "multiply", function() { return multiply; });
__webpack_require__.d(mat2_namespaceObject, "rotate", function() { return rotate; });
__webpack_require__.d(mat2_namespaceObject, "scale", function() { return mat2_scale; });
__webpack_require__.d(mat2_namespaceObject, "fromRotation", function() { return fromRotation; });
__webpack_require__.d(mat2_namespaceObject, "fromScaling", function() { return fromScaling; });
__webpack_require__.d(mat2_namespaceObject, "str", function() { return str; });
__webpack_require__.d(mat2_namespaceObject, "frob", function() { return frob; });
__webpack_require__.d(mat2_namespaceObject, "LDU", function() { return LDU; });
__webpack_require__.d(mat2_namespaceObject, "add", function() { return add; });
__webpack_require__.d(mat2_namespaceObject, "subtract", function() { return subtract; });
__webpack_require__.d(mat2_namespaceObject, "exactEquals", function() { return exactEquals; });
__webpack_require__.d(mat2_namespaceObject, "equals", function() { return mat2_equals; });
__webpack_require__.d(mat2_namespaceObject, "multiplyScalar", function() { return multiplyScalar; });
__webpack_require__.d(mat2_namespaceObject, "multiplyScalarAndAdd", function() { return multiplyScalarAndAdd; });
__webpack_require__.d(mat2_namespaceObject, "mul", function() { return mul; });
__webpack_require__.d(mat2_namespaceObject, "sub", function() { return sub; });
// NAMESPACE OBJECT: ./node_modules/gl-matrix/esm/vec2.js
var vec2_namespaceObject = {};
__webpack_require__.r(vec2_namespaceObject);
__webpack_require__.d(vec2_namespaceObject, "create", function() { return vec2_create; });
__webpack_require__.d(vec2_namespaceObject, "clone", function() { return vec2_clone; });
__webpack_require__.d(vec2_namespaceObject, "fromValues", function() { return vec2_fromValues; });
__webpack_require__.d(vec2_namespaceObject, "copy", function() { return vec2_copy; });
__webpack_require__.d(vec2_namespaceObject, "set", function() { return vec2_set; });
__webpack_require__.d(vec2_namespaceObject, "add", function() { return vec2_add; });
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__webpack_require__.d(vec2_namespaceObject, "multiply", function() { return vec2_multiply; });
__webpack_require__.d(vec2_namespaceObject, "divide", function() { return divide; });
__webpack_require__.d(vec2_namespaceObject, "ceil", function() { return ceil; });
__webpack_require__.d(vec2_namespaceObject, "floor", function() { return floor; });
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__webpack_require__.d(vec2_namespaceObject, "scale", function() { return vec2_scale; });
__webpack_require__.d(vec2_namespaceObject, "scaleAndAdd", function() { return scaleAndAdd; });
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__webpack_require__.d(vec2_namespaceObject, "squaredDistance", function() { return squaredDistance; });
__webpack_require__.d(vec2_namespaceObject, "length", function() { return vec2_length; });
__webpack_require__.d(vec2_namespaceObject, "squaredLength", function() { return squaredLength; });
__webpack_require__.d(vec2_namespaceObject, "negate", function() { return negate; });
__webpack_require__.d(vec2_namespaceObject, "inverse", function() { return inverse; });
__webpack_require__.d(vec2_namespaceObject, "normalize", function() { return normalize; });
__webpack_require__.d(vec2_namespaceObject, "dot", function() { return dot; });
__webpack_require__.d(vec2_namespaceObject, "cross", function() { return cross; });
__webpack_require__.d(vec2_namespaceObject, "lerp", function() { return lerp; });
__webpack_require__.d(vec2_namespaceObject, "random", function() { return random; });
__webpack_require__.d(vec2_namespaceObject, "transformMat2", function() { return transformMat2; });
__webpack_require__.d(vec2_namespaceObject, "transformMat2d", function() { return transformMat2d; });
__webpack_require__.d(vec2_namespaceObject, "transformMat3", function() { return transformMat3; });
__webpack_require__.d(vec2_namespaceObject, "transformMat4", function() { return transformMat4; });
__webpack_require__.d(vec2_namespaceObject, "rotate", function() { return vec2_rotate; });
__webpack_require__.d(vec2_namespaceObject, "angle", function() { return angle; });
__webpack_require__.d(vec2_namespaceObject, "zero", function() { return zero; });
__webpack_require__.d(vec2_namespaceObject, "str", function() { return vec2_str; });
__webpack_require__.d(vec2_namespaceObject, "exactEquals", function() { return vec2_exactEquals; });
__webpack_require__.d(vec2_namespaceObject, "equals", function() { return vec2_equals; });
__webpack_require__.d(vec2_namespaceObject, "len", function() { return len; });
__webpack_require__.d(vec2_namespaceObject, "sub", function() { return vec2_sub; });
__webpack_require__.d(vec2_namespaceObject, "mul", function() { return vec2_mul; });
__webpack_require__.d(vec2_namespaceObject, "div", function() { return div; });
__webpack_require__.d(vec2_namespaceObject, "dist", function() { return dist; });
__webpack_require__.d(vec2_namespaceObject, "sqrDist", function() { return sqrDist; });
__webpack_require__.d(vec2_namespaceObject, "sqrLen", function() { return sqrLen; });
__webpack_require__.d(vec2_namespaceObject, "forEach", function() { return forEach; });
// NAMESPACE OBJECT: ./node_modules/gl-matrix/esm/vec3.js
var vec3_namespaceObject = {};
__webpack_require__.r(vec3_namespaceObject);
__webpack_require__.d(vec3_namespaceObject, "create", function() { return vec3_create; });
__webpack_require__.d(vec3_namespaceObject, "clone", function() { return vec3_clone; });
__webpack_require__.d(vec3_namespaceObject, "length", function() { return vec3_length; });
__webpack_require__.d(vec3_namespaceObject, "fromValues", function() { return vec3_fromValues; });
__webpack_require__.d(vec3_namespaceObject, "copy", function() { return vec3_copy; });
__webpack_require__.d(vec3_namespaceObject, "set", function() { return vec3_set; });
__webpack_require__.d(vec3_namespaceObject, "add", function() { return vec3_add; });
__webpack_require__.d(vec3_namespaceObject, "subtract", function() { return vec3_subtract; });
__webpack_require__.d(vec3_namespaceObject, "multiply", function() { return vec3_multiply; });
__webpack_require__.d(vec3_namespaceObject, "divide", function() { return vec3_divide; });
__webpack_require__.d(vec3_namespaceObject, "ceil", function() { return vec3_ceil; });
__webpack_require__.d(vec3_namespaceObject, "floor", function() { return vec3_floor; });
__webpack_require__.d(vec3_namespaceObject, "min", function() { return vec3_min; });
__webpack_require__.d(vec3_namespaceObject, "max", function() { return vec3_max; });
__webpack_require__.d(vec3_namespaceObject, "round", function() { return vec3_round; });
__webpack_require__.d(vec3_namespaceObject, "scale", function() { return vec3_scale; });
__webpack_require__.d(vec3_namespaceObject, "scaleAndAdd", function() { return vec3_scaleAndAdd; });
__webpack_require__.d(vec3_namespaceObject, "distance", function() { return vec3_distance; });
__webpack_require__.d(vec3_namespaceObject, "squaredDistance", function() { return vec3_squaredDistance; });
__webpack_require__.d(vec3_namespaceObject, "squaredLength", function() { return vec3_squaredLength; });
__webpack_require__.d(vec3_namespaceObject, "negate", function() { return vec3_negate; });
__webpack_require__.d(vec3_namespaceObject, "inverse", function() { return vec3_inverse; });
__webpack_require__.d(vec3_namespaceObject, "normalize", function() { return vec3_normalize; });
__webpack_require__.d(vec3_namespaceObject, "dot", function() { return vec3_dot; });
__webpack_require__.d(vec3_namespaceObject, "cross", function() { return vec3_cross; });
__webpack_require__.d(vec3_namespaceObject, "lerp", function() { return vec3_lerp; });
__webpack_require__.d(vec3_namespaceObject, "hermite", function() { return hermite; });
__webpack_require__.d(vec3_namespaceObject, "bezier", function() { return bezier; });
__webpack_require__.d(vec3_namespaceObject, "random", function() { return vec3_random; });
__webpack_require__.d(vec3_namespaceObject, "transformMat4", function() { return vec3_transformMat4; });
__webpack_require__.d(vec3_namespaceObject, "transformMat3", function() { return vec3_transformMat3; });
__webpack_require__.d(vec3_namespaceObject, "transformQuat", function() { return transformQuat; });
__webpack_require__.d(vec3_namespaceObject, "rotateX", function() { return rotateX; });
__webpack_require__.d(vec3_namespaceObject, "rotateY", function() { return rotateY; });
__webpack_require__.d(vec3_namespaceObject, "rotateZ", function() { return rotateZ; });
__webpack_require__.d(vec3_namespaceObject, "angle", function() { return vec3_angle; });
__webpack_require__.d(vec3_namespaceObject, "zero", function() { return vec3_zero; });
__webpack_require__.d(vec3_namespaceObject, "str", function() { return vec3_str; });
__webpack_require__.d(vec3_namespaceObject, "exactEquals", function() { return vec3_exactEquals; });
__webpack_require__.d(vec3_namespaceObject, "equals", function() { return vec3_equals; });
__webpack_require__.d(vec3_namespaceObject, "sub", function() { return vec3_sub; });
__webpack_require__.d(vec3_namespaceObject, "mul", function() { return vec3_mul; });
__webpack_require__.d(vec3_namespaceObject, "div", function() { return vec3_div; });
__webpack_require__.d(vec3_namespaceObject, "dist", function() { return vec3_dist; });
__webpack_require__.d(vec3_namespaceObject, "sqrDist", function() { return vec3_sqrDist; });
__webpack_require__.d(vec3_namespaceObject, "len", function() { return vec3_len; });
__webpack_require__.d(vec3_namespaceObject, "sqrLen", function() { return vec3_sqrLen; });
__webpack_require__.d(vec3_namespaceObject, "forEach", function() { return vec3_forEach; });
// CONCATENATED MODULE: ./node_modules/gl-matrix/esm/common.js
/**
* Common utilities
* @module glMatrix
*/
// Configuration Constants
var EPSILON = 0.000001;
var ARRAY_TYPE = typeof Float32Array !== 'undefined' ? Float32Array : Array;
var RANDOM = Math.random;
/**
* Sets the type of array used when creating new vectors and matrices
*
* @param {Float32ArrayConstructor | ArrayConstructor} type Array type, such as Float32Array or Array
*/
function setMatrixArrayType(type) {
ARRAY_TYPE = type;
}
var degree = Math.PI / 180;
/**
* Convert Degree To Radian
*
* @param {Number} a Angle in Degrees
*/
function toRadian(a) {
return a * degree;
}
/**
* Tests whether or not the arguments have approximately the same value, within an absolute
* or relative tolerance of glMatrix.EPSILON (an absolute tolerance is used for values less
* than or equal to 1.0, and a relative tolerance is used for larger values)
*
* @param {Number} a The first number to test.
* @param {Number} b The second number to test.
* @returns {Boolean} True if the numbers are approximately equal, false otherwise.
*/
function equals(a, b) {
return Math.abs(a - b) <= EPSILON * Math.max(1.0, Math.abs(a), Math.abs(b));
}
if (!Math.hypot) Math.hypot = function () {
var y = 0,
i = arguments.length;
while (i--) {
y += arguments[i] * arguments[i];
}
return Math.sqrt(y);
};
// CONCATENATED MODULE: ./node_modules/gl-matrix/esm/mat2.js
/**
* 2x2 Matrix
* @module mat2
*/
/**
* Creates a new identity mat2
*
* @returns {mat2} a new 2x2 matrix
*/
function create() {
var out = new ARRAY_TYPE(4);
if (ARRAY_TYPE != Float32Array) {
out[1] = 0;
out[2] = 0;
}
out[0] = 1;
out[3] = 1;
return out;
}
/**
* Creates a new mat2 initialized with values from an existing matrix
*
* @param {ReadonlyMat2} a matrix to clone
* @returns {mat2} a new 2x2 matrix
*/
function clone(a) {
var out = new ARRAY_TYPE(4);
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[3];
return out;
}
/**
* Copy the values from one mat2 to another
*
* @param {mat2} out the receiving matrix
* @param {ReadonlyMat2} a the source matrix
* @returns {mat2} out
*/
function copy(out, a) {
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[3];
return out;
}
/**
* Set a mat2 to the identity matrix
*
* @param {mat2} out the receiving matrix
* @returns {mat2} out
*/
function identity(out) {
out[0] = 1;
out[1] = 0;
out[2] = 0;
out[3] = 1;
return out;
}
/**
* Create a new mat2 with the given values
*
* @param {Number} m00 Component in column 0, row 0 position (index 0)
* @param {Number} m01 Component in column 0, row 1 position (index 1)
* @param {Number} m10 Component in column 1, row 0 position (index 2)
* @param {Number} m11 Component in column 1, row 1 position (index 3)
* @returns {mat2} out A new 2x2 matrix
*/
function fromValues(m00, m01, m10, m11) {
var out = new ARRAY_TYPE(4);
out[0] = m00;
out[1] = m01;
out[2] = m10;
out[3] = m11;
return out;
}
/**
* Set the components of a mat2 to the given values
*
* @param {mat2} out the receiving matrix
* @param {Number} m00 Component in column 0, row 0 position (index 0)
* @param {Number} m01 Component in column 0, row 1 position (index 1)
* @param {Number} m10 Component in column 1, row 0 position (index 2)
* @param {Number} m11 Component in column 1, row 1 position (index 3)
* @returns {mat2} out
*/
function set(out, m00, m01, m10, m11) {
out[0] = m00;
out[1] = m01;
out[2] = m10;
out[3] = m11;
return out;
}
/**
* Transpose the values of a mat2
*
* @param {mat2} out the receiving matrix
* @param {ReadonlyMat2} a the source matrix
* @returns {mat2} out
*/
function transpose(out, a) {
// If we are transposing ourselves we can skip a few steps but have to cache
// some values
if (out === a) {
var a1 = a[1];
out[1] = a[2];
out[2] = a1;
} else {
out[0] = a[0];
out[1] = a[2];
out[2] = a[1];
out[3] = a[3];
}
return out;
}
/**
* Inverts a mat2
*
* @param {mat2} out the receiving matrix
* @param {ReadonlyMat2} a the source matrix
* @returns {mat2} out
*/
function invert(out, a) {
var a0 = a[0],
a1 = a[1],
a2 = a[2],
a3 = a[3]; // Calculate the determinant
var det = a0 * a3 - a2 * a1;
if (!det) {
return null;
}
det = 1.0 / det;
out[0] = a3 * det;
out[1] = -a1 * det;
out[2] = -a2 * det;
out[3] = a0 * det;
return out;
}
/**
* Calculates the adjugate of a mat2
*
* @param {mat2} out the receiving matrix
* @param {ReadonlyMat2} a the source matrix
* @returns {mat2} out
*/
function adjoint(out, a) {
// Caching this value is nessecary if out == a
var a0 = a[0];
out[0] = a[3];
out[1] = -a[1];
out[2] = -a[2];
out[3] = a0;
return out;
}
/**
* Calculates the determinant of a mat2
*
* @param {ReadonlyMat2} a the source matrix
* @returns {Number} determinant of a
*/
function determinant(a) {
return a[0] * a[3] - a[2] * a[1];
}
/**
* Multiplies two mat2's
*
* @param {mat2} out the receiving matrix
* @param {ReadonlyMat2} a the first operand
* @param {ReadonlyMat2} b the second operand
* @returns {mat2} out
*/
function multiply(out, a, b) {
var a0 = a[0],
a1 = a[1],
a2 = a[2],
a3 = a[3];
var b0 = b[0],
b1 = b[1],
b2 = b[2],
b3 = b[3];
out[0] = a0 * b0 + a2 * b1;
out[1] = a1 * b0 + a3 * b1;
out[2] = a0 * b2 + a2 * b3;
out[3] = a1 * b2 + a3 * b3;
return out;
}
/**
* Rotates a mat2 by the given angle
*
* @param {mat2} out the receiving matrix
* @param {ReadonlyMat2} a the matrix to rotate
* @param {Number} rad the angle to rotate the matrix by
* @returns {mat2} out
*/
function rotate(out, a, rad) {
var a0 = a[0],
a1 = a[1],
a2 = a[2],
a3 = a[3];
var s = Math.sin(rad);
var c = Math.cos(rad);
out[0] = a0 * c + a2 * s;
out[1] = a1 * c + a3 * s;
out[2] = a0 * -s + a2 * c;
out[3] = a1 * -s + a3 * c;
return out;
}
/**
* Scales the mat2 by the dimensions in the given vec2
*
* @param {mat2} out the receiving matrix
* @param {ReadonlyMat2} a the matrix to rotate
* @param {ReadonlyVec2} v the vec2 to scale the matrix by
* @returns {mat2} out
**/
function mat2_scale(out, a, v) {
var a0 = a[0],
a1 = a[1],
a2 = a[2],
a3 = a[3];
var v0 = v[0],
v1 = v[1];
out[0] = a0 * v0;
out[1] = a1 * v0;
out[2] = a2 * v1;
out[3] = a3 * v1;
return out;
}
/**
* Creates a matrix from a given angle
* This is equivalent to (but much faster than):
*
* mat2.identity(dest);
* mat2.rotate(dest, dest, rad);
*
* @param {mat2} out mat2 receiving operation result
* @param {Number} rad the angle to rotate the matrix by
* @returns {mat2} out
*/
function fromRotation(out, rad) {
var s = Math.sin(rad);
var c = Math.cos(rad);
out[0] = c;
out[1] = s;
out[2] = -s;
out[3] = c;
return out;
}
/**
* Creates a matrix from a vector scaling
* This is equivalent to (but much faster than):
*
* mat2.identity(dest);
* mat2.scale(dest, dest, vec);
*
* @param {mat2} out mat2 receiving operation result
* @param {ReadonlyVec2} v Scaling vector
* @returns {mat2} out
*/
function fromScaling(out, v) {
out[0] = v[0];
out[1] = 0;
out[2] = 0;
out[3] = v[1];
return out;
}
/**
* Returns a string representation of a mat2
*
* @param {ReadonlyMat2} a matrix to represent as a string
* @returns {String} string representation of the matrix
*/
function str(a) {
return "mat2(" + a[0] + ", " + a[1] + ", " + a[2] + ", " + a[3] + ")";
}
/**
* Returns Frobenius norm of a mat2
*
* @param {ReadonlyMat2} a the matrix to calculate Frobenius norm of
* @returns {Number} Frobenius norm
*/
function frob(a) {
return Math.hypot(a[0], a[1], a[2], a[3]);
}
/**
* Returns L, D and U matrices (Lower triangular, Diagonal and Upper triangular) by factorizing the input matrix
* @param {ReadonlyMat2} L the lower triangular matrix
* @param {ReadonlyMat2} D the diagonal matrix
* @param {ReadonlyMat2} U the upper triangular matrix
* @param {ReadonlyMat2} a the input matrix to factorize
*/
function LDU(L, D, U, a) {
L[2] = a[2] / a[0];
U[0] = a[0];
U[1] = a[1];
U[3] = a[3] - L[2] * U[1];
return [L, D, U];
}
/**
* Adds two mat2's
*
* @param {mat2} out the receiving matrix
* @param {ReadonlyMat2} a the first operand
* @param {ReadonlyMat2} b the second operand
* @returns {mat2} out
*/
function add(out, a, b) {
out[0] = a[0] + b[0];
out[1] = a[1] + b[1];
out[2] = a[2] + b[2];
out[3] = a[3] + b[3];
return out;
}
/**
* Subtracts matrix b from matrix a
*
* @param {mat2} out the receiving matrix
* @param {ReadonlyMat2} a the first operand
* @param {ReadonlyMat2} b the second operand
* @returns {mat2} out
*/
function subtract(out, a, b) {
out[0] = a[0] - b[0];
out[1] = a[1] - b[1];
out[2] = a[2] - b[2];
out[3] = a[3] - b[3];
return out;
}
/**
* Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)
*
* @param {ReadonlyMat2} a The first matrix.
* @param {ReadonlyMat2} b The second matrix.
* @returns {Boolean} True if the matrices are equal, false otherwise.
*/
function exactEquals(a, b) {
return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];
}
/**
* Returns whether or not the matrices have approximately the same elements in the same position.
*
* @param {ReadonlyMat2} a The first matrix.
* @param {ReadonlyMat2} b The second matrix.
* @returns {Boolean} True if the matrices are equal, false otherwise.
*/
function mat2_equals(a, b) {
var a0 = a[0],
a1 = a[1],
a2 = a[2],
a3 = a[3];
var b0 = b[0],
b1 = b[1],
b2 = b[2],
b3 = b[3];
return Math.abs(a0 - b0) <= EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3));
}
/**
* Multiply each element of the matrix by a scalar.
*
* @param {mat2} out the receiving matrix
* @param {ReadonlyMat2} a the matrix to scale
* @param {Number} b amount to scale the matrix's elements by
* @returns {mat2} out
*/
function multiplyScalar(out, a, b) {
out[0] = a[0] * b;
out[1] = a[1] * b;
out[2] = a[2] * b;
out[3] = a[3] * b;
return out;
}
/**
* Adds two mat2's after multiplying each element of the second operand by a scalar value.
*
* @param {mat2} out the receiving vector
* @param {ReadonlyMat2} a the first operand
* @param {ReadonlyMat2} b the second operand
* @param {Number} scale the amount to scale b's elements by before adding
* @returns {mat2} out
*/
function multiplyScalarAndAdd(out, a, b, scale) {
out[0] = a[0] + b[0] * scale;
out[1] = a[1] + b[1] * scale;
out[2] = a[2] + b[2] * scale;
out[3] = a[3] + b[3] * scale;
return out;
}
/**
* Alias for {@link mat2.multiply}
* @function
*/
var mul = multiply;
/**
* Alias for {@link mat2.subtract}
* @function
*/
var sub = subtract;
// CONCATENATED MODULE: ./node_modules/gl-matrix/esm/vec2.js
/**
* 2 Dimensional Vector
* @module vec2
*/
/**
* Creates a new, empty vec2
*
* @returns {vec2} a new 2D vector
*/
function vec2_create() {
var out = new ARRAY_TYPE(2);
if (ARRAY_TYPE != Float32Array) {
out[0] = 0;
out[1] = 0;
}
return out;
}
/**
* Creates a new vec2 initialized with values from an existing vector
*
* @param {ReadonlyVec2} a vector to clone
* @returns {vec2} a new 2D vector
*/
function vec2_clone(a) {
var out = new ARRAY_TYPE(2);
out[0] = a[0];
out[1] = a[1];
return out;
}
/**
* Creates a new vec2 initialized with the given values
*
* @param {Number} x X component
* @param {Number} y Y component
* @returns {vec2} a new 2D vector
*/
function vec2_fromValues(x, y) {
var out = new ARRAY_TYPE(2);
out[0] = x;
out[1] = y;
return out;
}
/**
* Copy the values from one vec2 to another
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a the source vector
* @returns {vec2} out
*/
function vec2_copy(out, a) {
out[0] = a[0];
out[1] = a[1];
return out;
}
/**
* Set the components of a vec2 to the given values
*
* @param {vec2} out the receiving vector
* @param {Number} x X component
* @param {Number} y Y component
* @returns {vec2} out
*/
function vec2_set(out, x, y) {
out[0] = x;
out[1] = y;
return out;
}
/**
* Adds two vec2's
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a the first operand
* @param {ReadonlyVec2} b the second operand
* @returns {vec2} out
*/
function vec2_add(out, a, b) {
out[0] = a[0] + b[0];
out[1] = a[1] + b[1];
return out;
}
/**
* Subtracts vector b from vector a
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a the first operand
* @param {ReadonlyVec2} b the second operand
* @returns {vec2} out
*/
function vec2_subtract(out, a, b) {
out[0] = a[0] - b[0];
out[1] = a[1] - b[1];
return out;
}
/**
* Multiplies two vec2's
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a the first operand
* @param {ReadonlyVec2} b the second operand
* @returns {vec2} out
*/
function vec2_multiply(out, a, b) {
out[0] = a[0] * b[0];
out[1] = a[1] * b[1];
return out;
}
/**
* Divides two vec2's
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a the first operand
* @param {ReadonlyVec2} b the second operand
* @returns {vec2} out
*/
function divide(out, a, b) {
out[0] = a[0] / b[0];
out[1] = a[1] / b[1];
return out;
}
/**
* Math.ceil the components of a vec2
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a vector to ceil
* @returns {vec2} out
*/
function ceil(out, a) {
out[0] = Math.ceil(a[0]);
out[1] = Math.ceil(a[1]);
return out;
}
/**
* Math.floor the components of a vec2
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a vector to floor
* @returns {vec2} out
*/
function floor(out, a) {
out[0] = Math.floor(a[0]);
out[1] = Math.floor(a[1]);
return out;
}
/**
* Returns the minimum of two vec2's
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a the first operand
* @param {ReadonlyVec2} b the second operand
* @returns {vec2} out
*/
function min(out, a, b) {
out[0] = Math.min(a[0], b[0]);
out[1] = Math.min(a[1], b[1]);
return out;
}
/**
* Returns the maximum of two vec2's
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a the first operand
* @param {ReadonlyVec2} b the second operand
* @returns {vec2} out
*/
function max(out, a, b) {
out[0] = Math.max(a[0], b[0]);
out[1] = Math.max(a[1], b[1]);
return out;
}
/**
* Math.round the components of a vec2
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a vector to round
* @returns {vec2} out
*/
function round(out, a) {
out[0] = Math.round(a[0]);
out[1] = Math.round(a[1]);
return out;
}
/**
* Scales a vec2 by a scalar number
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a the vector to scale
* @param {Number} b amount to scale the vector by
* @returns {vec2} out
*/
function vec2_scale(out, a, b) {
out[0] = a[0] * b;
out[1] = a[1] * b;
return out;
}
/**
* Adds two vec2's after scaling the second operand by a scalar value
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a the first operand
* @param {ReadonlyVec2} b the second operand
* @param {Number} scale the amount to scale b by before adding
* @returns {vec2} out
*/
function scaleAndAdd(out, a, b, scale) {
out[0] = a[0] + b[0] * scale;
out[1] = a[1] + b[1] * scale;
return out;
}
/**
* Calculates the euclidian distance between two vec2's
*
* @param {ReadonlyVec2} a the first operand
* @param {ReadonlyVec2} b the second operand
* @returns {Number} distance between a and b
*/
function distance(a, b) {
var x = b[0] - a[0],
y = b[1] - a[1];
return Math.hypot(x, y);
}
/**
* Calculates the squared euclidian distance between two vec2's
*
* @param {ReadonlyVec2} a the first operand
* @param {ReadonlyVec2} b the second operand
* @returns {Number} squared distance between a and b
*/
function squaredDistance(a, b) {
var x = b[0] - a[0],
y = b[1] - a[1];
return x * x + y * y;
}
/**
* Calculates the length of a vec2
*
* @param {ReadonlyVec2} a vector to calculate length of
* @returns {Number} length of a
*/
function vec2_length(a) {
var x = a[0],
y = a[1];
return Math.hypot(x, y);
}
/**
* Calculates the squared length of a vec2
*
* @param {ReadonlyVec2} a vector to calculate squared length of
* @returns {Number} squared length of a
*/
function squaredLength(a) {
var x = a[0],
y = a[1];
return x * x + y * y;
}
/**
* Negates the components of a vec2
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a vector to negate
* @returns {vec2} out
*/
function negate(out, a) {
out[0] = -a[0];
out[1] = -a[1];
return out;
}
/**
* Returns the inverse of the components of a vec2
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a vector to invert
* @returns {vec2} out
*/
function inverse(out, a) {
out[0] = 1.0 / a[0];
out[1] = 1.0 / a[1];
return out;
}
/**
* Normalize a vec2
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a vector to normalize
* @returns {vec2} out
*/
function normalize(out, a) {
var x = a[0],
y = a[1];
var len = x * x + y * y;
if (len > 0) {
//TODO: evaluate use of glm_invsqrt here?
len = 1 / Math.sqrt(len);
}
out[0] = a[0] * len;
out[1] = a[1] * len;
return out;
}
/**
* Calculates the dot product of two vec2's
*
* @param {ReadonlyVec2} a the first operand
* @param {ReadonlyVec2} b the second operand
* @returns {Number} dot product of a and b
*/
function dot(a, b) {
return a[0] * b[0] + a[1] * b[1];
}
/**
* Computes the cross product of two vec2's
* Note that the cross product must by definition produce a 3D vector
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec2} a the first operand
* @param {ReadonlyVec2} b the second operand
* @returns {vec3} out
*/
function cross(out, a, b) {
var z = a[0] * b[1] - a[1] * b[0];
out[0] = out[1] = 0;
out[2] = z;
return out;
}
/**
* Performs a linear interpolation between two vec2's
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a the first operand
* @param {ReadonlyVec2} b the second operand
* @param {Number} t interpolation amount, in the range [0-1], between the two inputs
* @returns {vec2} out
*/
function lerp(out, a, b, t) {
var ax = a[0],
ay = a[1];
out[0] = ax + t * (b[0] - ax);
out[1] = ay + t * (b[1] - ay);
return out;
}
/**
* Generates a random vector with the given scale
*
* @param {vec2} out the receiving vector
* @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
* @returns {vec2} out
*/
function random(out, scale) {
scale = scale || 1.0;
var r = RANDOM() * 2.0 * Math.PI;
out[0] = Math.cos(r) * scale;
out[1] = Math.sin(r) * scale;
return out;
}
/**
* Transforms the vec2 with a mat2
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a the vector to transform
* @param {ReadonlyMat2} m matrix to transform with
* @returns {vec2} out
*/
function transformMat2(out, a, m) {
var x = a[0],
y = a[1];
out[0] = m[0] * x + m[2] * y;
out[1] = m[1] * x + m[3] * y;
return out;
}
/**
* Transforms the vec2 with a mat2d
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a the vector to transform
* @param {ReadonlyMat2d} m matrix to transform with
* @returns {vec2} out
*/
function transformMat2d(out, a, m) {
var x = a[0],
y = a[1];
out[0] = m[0] * x + m[2] * y + m[4];
out[1] = m[1] * x + m[3] * y + m[5];
return out;
}
/**
* Transforms the vec2 with a mat3
* 3rd vector component is implicitly '1'
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a the vector to transform
* @param {ReadonlyMat3} m matrix to transform with
* @returns {vec2} out
*/
function transformMat3(out, a, m) {
var x = a[0],
y = a[1];
out[0] = m[0] * x + m[3] * y + m[6];
out[1] = m[1] * x + m[4] * y + m[7];
return out;
}
/**
* Transforms the vec2 with a mat4
* 3rd vector component is implicitly '0'
* 4th vector component is implicitly '1'
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a the vector to transform
* @param {ReadonlyMat4} m matrix to transform with
* @returns {vec2} out
*/
function transformMat4(out, a, m) {
var x = a[0];
var y = a[1];
out[0] = m[0] * x + m[4] * y + m[12];
out[1] = m[1] * x + m[5] * y + m[13];
return out;
}
/**
* Rotate a 2D vector
* @param {vec2} out The receiving vec2
* @param {ReadonlyVec2} a The vec2 point to rotate
* @param {ReadonlyVec2} b The origin of the rotation
* @param {Number} rad The angle of rotation in radians
* @returns {vec2} out
*/
function vec2_rotate(out, a, b, rad) {
//Translate point to the origin
var p0 = a[0] - b[0],
p1 = a[1] - b[1],
sinC = Math.sin(rad),
cosC = Math.cos(rad); //perform rotation and translate to correct position
out[0] = p0 * cosC - p1 * sinC + b[0];
out[1] = p0 * sinC + p1 * cosC + b[1];
return out;
}
/**
* Get the angle between two 2D vectors
* @param {ReadonlyVec2} a The first operand
* @param {ReadonlyVec2} b The second operand
* @returns {Number} The angle in radians
*/
function angle(a, b) {
var x1 = a[0],
y1 = a[1],
x2 = b[0],
y2 = b[1],
// mag is the product of the magnitudes of a and b
mag = Math.sqrt(x1 * x1 + y1 * y1) * Math.sqrt(x2 * x2 + y2 * y2),
// mag &&.. short circuits if mag == 0
cosine = mag && (x1 * x2 + y1 * y2) / mag; // Math.min(Math.max(cosine, -1), 1) clamps the cosine between -1 and 1
return Math.acos(Math.min(Math.max(cosine, -1), 1));
}
/**
* Set the components of a vec2 to zero
*
* @param {vec2} out the receiving vector
* @returns {vec2} out
*/
function zero(out) {
out[0] = 0.0;
out[1] = 0.0;
return out;
}
/**
* Returns a string representation of a vector
*
* @param {ReadonlyVec2} a vector to represent as a string
* @returns {String} string representation of the vector
*/
function vec2_str(a) {
return "vec2(" + a[0] + ", " + a[1] + ")";
}
/**
* Returns whether or not the vectors exactly have the same elements in the same position (when compared with ===)
*
* @param {ReadonlyVec2} a The first vector.
* @param {ReadonlyVec2} b The second vector.
* @returns {Boolean} True if the vectors are equal, false otherwise.
*/
function vec2_exactEquals(a, b) {
return a[0] === b[0] && a[1] === b[1];
}
/**
* Returns whether or not the vectors have approximately the same elements in the same position.
*
* @param {ReadonlyVec2} a The first vector.
* @param {ReadonlyVec2} b The second vector.
* @returns {Boolean} True if the vectors are equal, false otherwise.
*/
function vec2_equals(a, b) {
var a0 = a[0],
a1 = a[1];
var b0 = b[0],
b1 = b[1];
return Math.abs(a0 - b0) <= EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1));
}
/**
* Alias for {@link vec2.length}
* @function
*/
var len = vec2_length;
/**
* Alias for {@link vec2.subtract}
* @function
*/
var vec2_sub = vec2_subtract;
/**
* Alias for {@link vec2.multiply}
* @function
*/
var vec2_mul = vec2_multiply;
/**
* Alias for {@link vec2.divide}
* @function
*/
var div = divide;
/**
* Alias for {@link vec2.distance}
* @function
*/
var dist = distance;
/**
* Alias for {@link vec2.squaredDistance}
* @function
*/
var sqrDist = squaredDistance;
/**
* Alias for {@link vec2.squaredLength}
* @function
*/
var sqrLen = squaredLength;
/**
* Perform some operation over an array of vec2s.
*
* @param {Array} a the array of vectors to iterate over
* @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed
* @param {Number} offset Number of elements to skip at the beginning of the array
* @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array
* @param {Function} fn Function to call for each vector in the array
* @param {Object} [arg] additional argument to pass to fn
* @returns {Array} a
* @function
*/
var forEach = function () {
var vec = vec2_create();
return function (a, stride, offset, count, fn, arg) {
var i, l;
if (!stride) {
stride = 2;
}
if (!offset) {
offset = 0;
}
if (count) {
l = Math.min(count * stride + offset, a.length);
} else {
l = a.length;
}
for (i = offset; i < l; i += stride) {
vec[0] = a[i];
vec[1] = a[i + 1];
fn(vec, vec, arg);
a[i] = vec[0];
a[i + 1] = vec[1];
}
return a;
};
}();
// CONCATENATED MODULE: ./node_modules/gl-matrix/esm/vec3.js
/**
* 3 Dimensional Vector
* @module vec3
*/
/**
* Creates a new, empty vec3
*
* @returns {vec3} a new 3D vector
*/
function vec3_create() {
var out = new ARRAY_TYPE(3);
if (ARRAY_TYPE != Float32Array) {
out[0] = 0;
out[1] = 0;
out[2] = 0;
}
return out;
}
/**
* Creates a new vec3 initialized with values from an existing vector
*
* @param {ReadonlyVec3} a vector to clone
* @returns {vec3} a new 3D vector
*/
function vec3_clone(a) {
var out = new ARRAY_TYPE(3);
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
return out;
}
/**
* Calculates the length of a vec3
*
* @param {ReadonlyVec3} a vector to calculate length of
* @returns {Number} length of a
*/
function vec3_length(a) {
var x = a[0];
var y = a[1];
var z = a[2];
return Math.hypot(x, y, z);
}
/**
* Creates a new vec3 initialized with the given values
*
* @param {Number} x X component
* @param {Number} y Y component
* @param {Number} z Z component
* @returns {vec3} a new 3D vector
*/
function vec3_fromValues(x, y, z) {
var out = new ARRAY_TYPE(3);
out[0] = x;
out[1] = y;
out[2] = z;
return out;
}
/**
* Copy the values from one vec3 to another
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a the source vector
* @returns {vec3} out
*/
function vec3_copy(out, a) {
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
return out;
}
/**
* Set the components of a vec3 to the given values
*
* @param {vec3} out the receiving vector
* @param {Number} x X component
* @param {Number} y Y component
* @param {Number} z Z component
* @returns {vec3} out
*/
function vec3_set(out, x, y, z) {
out[0] = x;
out[1] = y;
out[2] = z;
return out;
}
/**
* Adds two vec3's
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a the first operand
* @param {ReadonlyVec3} b the second operand
* @returns {vec3} out
*/
function vec3_add(out, a, b) {
out[0] = a[0] + b[0];
out[1] = a[1] + b[1];
out[2] = a[2] + b[2];
return out;
}
/**
* Subtracts vector b from vector a
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a the first operand
* @param {ReadonlyVec3} b the second operand
* @returns {vec3} out
*/
function vec3_subtract(out, a, b) {
out[0] = a[0] - b[0];
out[1] = a[1] - b[1];
out[2] = a[2] - b[2];
return out;
}
/**
* Multiplies two vec3's
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a the first operand
* @param {ReadonlyVec3} b the second operand
* @returns {vec3} out
*/
function vec3_multiply(out, a, b) {
out[0] = a[0] * b[0];
out[1] = a[1] * b[1];
out[2] = a[2] * b[2];
return out;
}
/**
* Divides two vec3's
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a the first operand
* @param {ReadonlyVec3} b the second operand
* @returns {vec3} out
*/
function vec3_divide(out, a, b) {
out[0] = a[0] / b[0];
out[1] = a[1] / b[1];
out[2] = a[2] / b[2];
return out;
}
/**
* Math.ceil the components of a vec3
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a vector to ceil
* @returns {vec3} out
*/
function vec3_ceil(out, a) {
out[0] = Math.ceil(a[0]);
out[1] = Math.ceil(a[1]);
out[2] = Math.ceil(a[2]);
return out;
}
/**
* Math.floor the components of a vec3
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a vector to floor
* @returns {vec3} out
*/
function vec3_floor(out, a) {
out[0] = Math.floor(a[0]);
out[1] = Math.floor(a[1]);
out[2] = Math.floor(a[2]);
return out;
}
/**
* Returns the minimum of two vec3's
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a the first operand
* @param {ReadonlyVec3} b the second operand
* @returns {vec3} out
*/
function vec3_min(out, a, b) {
out[0] = Math.min(a[0], b[0]);
out[1] = Math.min(a[1], b[1]);
out[2] = Math.min(a[2], b[2]);
return out;
}
/**
* Returns the maximum of two vec3's
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a the first operand
* @param {ReadonlyVec3} b the second operand
* @returns {vec3} out
*/
function vec3_max(out, a, b) {
out[0] = Math.max(a[0], b[0]);
out[1] = Math.max(a[1], b[1]);
out[2] = Math.max(a[2], b[2]);
return out;
}
/**
* Math.round the components of a vec3
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a vector to round
* @returns {vec3} out
*/
function vec3_round(out, a) {
out[0] = Math.round(a[0]);
out[1] = Math.round(a[1]);
out[2] = Math.round(a[2]);
return out;
}
/**
* Scales a vec3 by a scalar number
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a the vector to scale
* @param {Number} b amount to scale the vector by
* @returns {vec3} out
*/
function vec3_scale(out, a, b) {
out[0] = a[0] * b;
out[1] = a[1] * b;
out[2] = a[2] * b;
return out;
}
/**
* Adds two vec3's after scaling the second operand by a scalar value
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a the first operand
* @param {ReadonlyVec3} b the second operand
* @param {Number} scale the amount to scale b by before adding
* @returns {vec3} out
*/
function vec3_scaleAndAdd(out, a, b, scale) {
out[0] = a[0] + b[0] * scale;
out[1] = a[1] + b[1] * scale;
out[2] = a[2] + b[2] * scale;
return out;
}
/**
* Calculates the euclidian distance between two vec3's
*
* @param {ReadonlyVec3} a the first operand
* @param {ReadonlyVec3} b the second operand
* @returns {Number} distance between a and b
*/
function vec3_distance(a, b) {
var x = b[0] - a[0];
var y = b[1] - a[1];
var z = b[2] - a[2];
return Math.hypot(x, y, z);
}
/**
* Calculates the squared euclidian distance between two vec3's
*
* @param {ReadonlyVec3} a the first operand
* @param {ReadonlyVec3} b the second operand
* @returns {Number} squared distance between a and b
*/
function vec3_squaredDistance(a, b) {